public override void Recompile() { foreach (Pared p in par) { p.Recompile(); } foreach (Cuadro c in cuad) { c.Recompile(); } sof.Recompile(); sil.Recompile(); bur.Recompile(); bas.Recompile(); m.Recompile(); Gl.glNewList(idVisualizar, Gl.GL_COMPILE); Gl.glPushMatrix(); Gl.glDisable(Gl.GL_CULL_FACE); Gl.glColor4d(0.6, 0.6, 0.9, 0.85); Gl.glEnable(Gl.GL_BLEND); Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE_MINUS_SRC_ALPHA); Gl.glBegin(Gl.GL_POLYGON); Gl.glVertex3d(-20, 15, 0); Gl.glVertex3d(20, 15, 0); Gl.glVertex3d(20, 9, 0); Gl.glVertex3d(-20, 9, 0); Gl.glEnd(); Gl.glBindTexture(Gl.GL_TEXTURE_2D, Otros.texture[14]); Gl.glTexEnvf(Gl.GL_TEXTURE_ENV, Gl.GL_TEXTURE_ENV_MODE, Gl.GL_BLEND); Gl.glTexEnvfv(Gl.GL_TEXTURE_ENV, Gl.GL_TEXTURE_ENV_COLOR, new float[] { 0.6f, 0.6f, 0.9f, 0.85f }); Gl.glBegin(Gl.GL_POLYGON); Gl.glTexCoord2d(0, 0); Gl.glVertex3d(-20, 9, 0); Gl.glTexCoord2d(8, 0); Gl.glVertex3d(20, 9, 0); Gl.glTexCoord2d(8, 1); Gl.glVertex3d(20, 7, 0); Gl.glTexCoord2d(0, 1); Gl.glVertex3d(-20, 7, 0); Gl.glEnd(); Gl.glTexEnvf(Gl.GL_TEXTURE_ENV, Gl.GL_TEXTURE_ENV_MODE, Gl.GL_DECAL); Gl.glBindTexture(Gl.GL_TEXTURE_2D, 0); Gl.glBegin(Gl.GL_POLYGON); Gl.glVertex3d(-20, 7, 0); Gl.glVertex3d(-16, 7, 0); Gl.glVertex3d(-16, 0, 0); Gl.glVertex3d(-20, 0, 0); Gl.glEnd(); Gl.glBegin(Gl.GL_POLYGON); Gl.glVertex3d(-10, 7, 0); Gl.glVertex3d(20, 7, 0); Gl.glVertex3d(20, 0, 0); Gl.glVertex3d(-10, 0, 0); Gl.glEnd(); #region Puertas Gl.glBegin(Gl.GL_POLYGON); Gl.glVertex3d(-15.95, 6.95, 0); Gl.glVertex3d(-13.05, 6.95, 0); Gl.glVertex3d(-13.05, 0, 0); Gl.glVertex3d(-15.95, 0, 0); Gl.glEnd(); Gl.glBegin(Gl.GL_POLYGON); Gl.glVertex3d(-12.95, 6.95, 0); Gl.glVertex3d(-10.05, 6.95, 0); Gl.glVertex3d(-10.05, 0, 0); Gl.glVertex3d(-12.95, 0, 0); Gl.glEnd(); #endregion Puertas Gl.glEnable(Gl.GL_CULL_FACE); Gl.glPopMatrix(); Gl.glEndList(); }